Make a person with me?!

15 Apr 2018 11:00 #38271 by Algernon
Has anybody had a go at playing with MakeHuman ?

It is, apparently, an Open Source toolkit for creating 3D people. I also found a video tutorial for importing them into Blender. It might be fun to create a few pilots, if it's not too taxing...

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15 Apr 2018 14:02 - 15 Apr 2018 14:03 #38274 by thebroons
Since I've dickered around with modeling with scenery, I'd be up for fiddling. Hoping there's a Mac build tho'.

G

Edit: there is, DLing now

If you lived with my brain you'd begin eviction proceedings...
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15 Apr 2018 14:25 #38275 by StuartC
You need blender to make the uniforms.

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05 Jun 2018 13:26 #38768 by ScottBouch
I'll gladly supply photos of flying clothing to support this project... the few Flightgear characters we have are dreadfully innacurate for the aircraft they are dumped into to fill a hole.
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05 Jun 2018 16:59 - 05 Jun 2018 17:13 #38775 by ScottBouch
I started building a set of web pages a while ago showing my research into all the different types of British flying helmets, oxygen masks, etc..

Anyone interested in a nosey through the pages, I'll let you have the link by PM, as I don't want it public yet as it's still a work in progress.

Teh biggest factor influencing the type of gear was the era. You know how some fgfs aircraft are issued with different liveries, the pilot could be set depending on the era, much like the livery... maybe that's too much work, but worth a thought. eg: an aircraft like the Canberra, Lightning, Hunter etc.. that flew for many years saw a few iterations of gear over that time.

Just talking about helmets: at normal low altitude, the Lightnings started out with the Mk1A in the early 60's, then the Mk2A in the mid / late 60's, then Mk3B in the 70's, then Mk3C in the later 70's, and ended up with the Mk4A in the 80's, and British Aerospace operated 3 Lightnings from Warton in the early 90's with modern Mk10 helmets.

For High altitde in the 60's they had the Baxter Woodhouse Taylor E-Type partial pressure helmet.

Of course in the early 70's flying suits changed from blue/grey to green, life preservers changed form yellow to green, helmets changed form silver or white to green. at the same time ground equipment changed from bright "anti-collision" yellow, to, you guessed it, green...


Mk3A/B helmet:



1966 Lightning AEA poster (Aircrew Equipment Assembly) showing low altitude Mk2A helmet (and P/Q-Type mask), and High Altitude (HA) E-Type helmet:



the HA kit in the 60's:



There were also variations between aircraft types too, somethimes minor, but aircraft like the Harrier, Bubcaneer and Phantom used skeletal harness as part of the life preserver instead of a normal seat harness.

The TSR2 had some fairly unque kit too, but again, similarities can be drawn from other kit..

To be fair, I think producing 2 or 3 different aircrew models based on a common base model person would suffice so that the FGUK aircraft can be configured for a given 10 year era.

Cheers, Scott.
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05 Jun 2018 17:43 #38776 by Algernon
Awesome! I'll have a play with the software and see what happens...

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05 Jun 2018 18:02 #38777 by Algernon
Gary, did you get anywhere with it? I'm just downloading now...

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05 Jun 2018 18:06 - 05 Jun 2018 18:08 #38778 by Algernon
It's just warned me that "parts" of this program "contain nudity" (of the least sexy kind, it seems)

UPDATE: Okay, this is one of the freakiest bits of software ever...

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05 Jun 2018 21:33 #38787 by ScottBouch
I've just looked and it's available in the Linux repositories! I can't wait to have a go too!

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06 Jun 2018 11:59 #38797 by Algernon
Right?! Eight different breast variables, including nipple pointiness...

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06 Jun 2018 12:30 #38798 by Avionyx
Thanks for wasting 20 minutes of my time you bastards.

Seems the only "sitting" pose might be a bit nonchalant for a cockpit?
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06 Jun 2018 13:00 #38801 by ScottBouch
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06 Jun 2018 15:35 #38803 by timi
Some FG wingsuit action in the future? :)

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06 Jun 2018 16:18 #38806 by ScottBouch
There is a sitting pose you can download form their website:
www.makehumancommunity.org/content/sittingpose.html
Not ideal for an aicraft, butif you coudl use this as the base, then bring the feet forward, and the hands up a bit, it's not far off!

There are three pages of poses people have made:

www.makehumancommunity.org/poses.html

These pages may contain a better pose for aircraft, it just requires looking through.
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12 Jun 2018 09:53 #38884 by ScottBouch
A first attempt in the T5 cockpit:



Never used Blender before.. a good learning experience!
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12 Jun 2018 10:18 #38885 by Algernon
Wow, that looks super promising! Blender is a pretty steep learning curve, but looks like you're properly on it :)

One thing to mention regarding placing people in a cockpit - probably pretty obvious, but worth getting down in the thread. it's usually desirable to be able to deselect elements of the pilot model which may mask or prevent clicking on controls, switches etc. We may also want to animate them, as there is little point having a moving throttle if the arm pushing it doesn't move too. So, if Makehuman doesn't already do this, we probably want to separate things like thighs, calves, ankles and feet, for example, into separate objects so they can either be animated or deselected.

I personally don't like having arms visible in first person cockpit view, for example, but don't mind legs, and also, the head will get in the way of the view and sometimes cause strange effects. So I would want to deselect everything above the waist, or maybe above the shoulder. All eminently doable, assuming it's not an excessively difficult job to separate the various bits of the mesh.

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12 Jun 2018 10:34 - 12 Jun 2018 10:35 #38886 by ScottBouch
Hi dude,

Makehuman allows you to export a person with a skeleton structure or "Rig" - it's this rig I used to manipulate the limbs and back shape into place. I don't know how, but am willing to assume there is probably a way to get FGFS to manupulate the rig to follow throttle / stick positions.

I found out by mistake that if you don't export the rig, you can't easily adjust the person in Blender, the rig makes it super easy.

I've no idea on how to split the body up into separate layers at this stage, or how the rig would behave once it's split. Maybe the rig can remain, but you can turn off visibility of head / limbs.

I also tried exporting the cockpit plus person as a .ac file, but it just exported the cockpit, not the person.. hmm.. still a lot to learn, but it's been fun playing about.

Cheers, Scott.

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12 Jun 2018 10:48 #38887 by Algernon
Could you upload a .blend file of the cockpit and human with the rig somewhere? I may be able to fill in the gaps in your discoveries...

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12 Jun 2018 11:05 #38888 by ScottBouch

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